Divine cantrips missing ranged offensive magic


Classes


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I created a Sorcerer and was forced to choose Angelic since nobody in my group wanted to play a healer.
There is one glaring omission in the divine cantrips and that is the lack of any offensive ranged magic in the list.
This limits a sorcerer character to basically standing back and avoid combat while trying to offer some of the limited support that a divine sorcerer can access.
In my case, my sorcerer happened to be a gnome so I was able to use my only ancestry feat to select "first world magic" and thereby get access to primal cantrips which gave me 'ray of frost' so I could be useful against something other than undead.
I would suggest that divine spell casters (especially sorcerers) be given access to some ranged offensive cantrips because it seems wrong that for a character to be viable in a group they have to use a feat.


The "fix" (read: bandaid) i had regarding, was to take the human ancestry feat of "Adapted spell". The elven and gnome versions also exist but are weaker concidering scaling.

I kind of agree with the idea that divine caster should have a capable cantrip to contribute in an offensive manner. These bandaids sort of function but it doesn't feel good having to invest in them for this type of purpose, making it feel like a feat-tax rather so than something we -really- want to take.


Sorcerers get much better weapon training than wizards (all simple weapons). I believe that using magic every turn at low levels isn't the goal for them, and they should be using a mix of magic, weapons, and things everyone can do (knowledge checks, aid checks, re-positioning, maybe combat maneuvers if you put a point in athletics, manipulating the environment, seek checks, pointing out enemies, etc). If that's sufficient is another question, but I don't think it was an accident.


Considering how hard it's been up till now to make a priest/white mage type character I hope they give them good options to not need to use weapons and mundane tools. They should be able to hold their own magically better than a cleric who gets better hit points armor and weapons options.


More than offensive magic, I'd like to see proactive defensive magic for the divine list.

Something that gives temp hp, and possibly a short-lived AC bonus?


I wouldn't say they're missing it, Bob.


Offensive magic needs a bump across the board. Spell damage is pretty pitiful compared to hp pools, especially now that they don't autoscale.


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I can fix the ranged part with Reach Spell Feat.. What i need is a damaging spell that is not Anathema to a Good Aligned Deity.. (not negative).. I am trying to follow the spirit of the Anathema concept but it is kinda hard when when spell options are missing.


Porthosteg wrote:
I can fix the ranged part with Reach Spell Feat.. What i need is a damaging spell that is not Anathema to a Good Aligned Deity.. (not negative).. I am trying to follow the spirit of the Anathema concept but it is kinda hard when when spell options are missing.

Again, this requires the use of a feat... something no other class (or even bloodline power (Arcane, Primal, Occult) has to deal with.

Even then there is one divine cantrip that does damage (2 if you count damage against undead) while almost all of the other bloodline power types have at least 3 ranged offensive damage cantrips.
Lets be honest, in this new Pathfinder format the cantrip is king; costs no power slot and for a sorcerer is automatically heightened.

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